Look at path slowaim
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@ -66,6 +66,7 @@
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<List width="170">
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<AutoVariable width="fill" target="misc.pathing" label="Enable Pathing"/>
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<AutoVariable width="fill" target="misc.pathing.draw" label="Draw Path"/>
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<AutoVariable width="fill" target="misc.pathing.look-at-path" label="Look at Path"/>
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<AutoVariable width="fill" target="navbot.enabled" label="Enable Navbot"/>
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<!--AutoVariable width="fill" target="navbot.scout-mode" label="Enable Scout Mode"/>
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<AutoVariable width="fill" target="navbot.spy-mode" label="Enable Spy Mode"/-->
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@ -60,7 +60,6 @@ static settings::Bool backtrackAimbot{ "aimbot.backtrack", "0" };
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static settings::Float max_range{ "aimbot.target.max-range", "4096" };
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static settings::Bool ignore_vaccinator{ "aimbot.target.ignore-vaccinator",
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"1" };
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settings::Bool ignore_cloak{ "aimbot.target.ignore-cloaked-spies", "1" };
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static settings::Bool ignore_deadringer{ "aimbot.target.ignore-deadringer",
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"1" };
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static settings::Bool buildings_sentry{ "aimbot.target.sentry", "1" };
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@ -76,6 +75,7 @@ static settings::Float fovcircle_opacity{ "aimbot.fov-circle.opacity", "0.7" };
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namespace hacks::shared::aimbot
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{
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settings::Bool ignore_cloak{ "aimbot.target.ignore-cloaked-spies", "1" };
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bool shouldBacktrack()
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{
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return *enable && *backtrackAimbot;
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@ -38,6 +38,7 @@ enum ignore_status : uint8_t
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void ResetPather();
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void repath();
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void DoSlowAim(Vector &input_angle);
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struct ignoredata
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{
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@ -623,7 +624,9 @@ static HookedFunction
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{
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Vector next = crumbs.front();
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next.z = g_pLocalPlayer->v_Eye.z;
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AimAt(g_pLocalPlayer->v_Eye, next, current_user_cmd);
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Vector angle = GetAimAtAngles(g_pLocalPlayer->v_Eye, next);
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DoSlowAim(angle);
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current_user_cmd->viewangles = angle;
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}
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// Detect when jumping is necessary
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@ -716,6 +719,64 @@ static CatCommand nav_path_no_local("nav_path_no_local", "Debug nav path",
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static CatCommand nav_reset_ignores("nav_reset_ignores", "Reset all ignores.",
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[]() { ignoremanager::reset(); });
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void DoSlowAim(Vector &input_angle)
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{
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static float slow_change_dist_y{};
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static float slow_change_dist_p{};
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auto viewangles = current_user_cmd->viewangles;
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// Yaw
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if (viewangles.y != input_angle.y)
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{
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// Check if input angle and user angle are on opposing sides of yaw so
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// we can correct for that
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bool slow_opposing = false;
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if ((input_angle.y < -90 && viewangles.y > 90) ||
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(input_angle.y > 90 && viewangles.y < -90))
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slow_opposing = true;
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// Direction
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bool slow_dir = false;
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if (slow_opposing)
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{
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if (input_angle.y > 90 && viewangles.y < -90)
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slow_dir = true;
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}
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else if (viewangles.y > input_angle.y)
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slow_dir = true;
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// Speed, check if opposing. We dont get a new distance due to the
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// opposing sides making the distance spike, so just cheap out and reuse
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// our last one.
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if (!slow_opposing)
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slow_change_dist_y = std::abs(viewangles.y - input_angle.y) / 5;
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// Move in the direction of the input angle
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if (slow_dir)
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input_angle.y = viewangles.y - slow_change_dist_y;
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else
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input_angle.y = viewangles.y + slow_change_dist_y;
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}
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// Pitch
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if (viewangles.x != input_angle.x)
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{
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// Get speed
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slow_change_dist_p = std::abs(viewangles.x - input_angle.x) / 5;
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// Move in the direction of the input angle
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if (viewangles.x > input_angle.x)
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input_angle.x = viewangles.x - slow_change_dist_p;
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else
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input_angle.x = viewangles.x + slow_change_dist_p;
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}
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// Clamp as we changed angles
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fClampAngle(input_angle);
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}
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void clearInstructions()
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{
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crumbs.clear();
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